Problem with CMU compatible rig and CMU bvh

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Problem with CMU compatible rig and CMU bvh

Postby ramonfr2014 » Tue Jul 05, 2016 10:01 pm

Hello guys, first of all, thank you for this amazing tool.

I'm having a problem when trying to apply the bvh mocaps by CMU (downloaded from here https://sites.google.com/a/cgspeed.com/ ... ly-release).

These are the steps that lead to the problem:

1- I set the model skeleton to CMU friendly:
Image


2 - I export the model as .fbx:
Image

3 - I import it on blender, select the skeleton, then click on Makewalk 'Load and Retarget' and apply the .bvh file' :
Image

4 - Here comes the problem, the spine rotates 90 degrees:
Image

I tried setting the skeleton to T-pose before retargeting, but it didn't work.
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Re: Problem with CMU compatible rig and CMU bvh

Postby Aranuvir » Tue Jul 05, 2016 10:20 pm

Try exporting without t-pose. Should work. If not, use the basic armature, this worked for me.

BTW: since we decided to keep questions about MakeWalk in the MH-section (-> Developer), I will move this post.
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Re: Problem with CMU compatible rig and CMU bvh

Postby ramonfr2014 » Wed Jul 06, 2016 12:02 am

Thanks for your answer. I did that, but it didn't solve the problem.

I also imported a model without skeleton, then applied a default Rigify skeleton to it, and it worked, BUT the animation doesn't look as good as it is supposed to be. I'm going to try the older version of Makehuman.
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Re: Problem with CMU compatible rig and CMU bvh

Postby ramonfr2014 » Wed Jul 06, 2016 12:27 am

I'm so dumb, guys.

I had never used the 1.1.x version, so I asumed that the fbx format was the "default"format now. But after some research I found the addons.

So now when I export the model to .mhx2 it works nicely.

Thanks for your help anyway.
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Re: Problem with CMU compatible rig and CMU bvh

Postby RobBaer » Wed Jul 06, 2016 2:32 pm

ramonfr2014 wrote:I'm so dumb, guys.

I had never used the 1.1.x version, so I asumed that the fbx format was the "default"format now. But after some research I found the addons.

So now when I export the model to .mhx2 it works nicely.

Thanks for your help anyway.


You are not dumb. This should work fine with FBX export, but it does not. I don't know if it is a change in the behavior of the Blender FBX importer or a change in the way skeletons are being exported by MH, but this no longer is working correctly and it once did work correctly. I reproduced the problem with Blender 2.77a. I have posted an issue on the bug tracker. Thanks for the reproducible set of images.
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